To get a real time preview of the vertex blending in max i'd say your best bet is shaderfx. http://www.lumonix.biz/shaderfx.html There is a tut on texture blending at the bottom of that page. One of the problems with max's vertex paint is you cant work on the seperate rgb channels like you can in photoshop, I would suggest…
I'm looking for a way to do terrain in maya that uses vertex colours as to blend between 2 or more textures. I can do this with a mask using a layered texture but I want to do it off vert colours anyone have a shader or a trick to make this work in the maya veiw port?
Thanks Dana. How about standard lerp alpha blend? I wonder if this would be slower than additive or multiply blending. I'm thinking about foliage mostly, but also decals. IIRC PVR used to have tile-based sorting, which had virtually no alpha sorting errors. I wonder if the iPhone chipsets still have that?
Does it snap after changing states? In that case you could check the node regarding the blend between the two constraints. Set it to shortest instead of average. Fixed all snapping issues I had when blending between 2 constraints through out my rig.
the girl wit the stick on the mountain. that harsh long straight line in the middle of the pic doesnt flow well.it distracts the eye too much and theres nothing to go from there. very contrasty angles of the slope/to the stick, to the angle of the character itself. for a landscape pic the way its cropped does suggest…
If you wanted it to be completly mathmatically accurate, I guess you could blend the individual RGB channels manually. Gently erasing and blending one channel at a time, then normalize the whole image. Overlay seems like a much quicker way though. As long as it looks good why not use it.
Basically I'm 'attempting' to create a voxel game in UE4 but I want to use very small textures, let's say 64 x 64 because I really don't need any bigger. The problem is, it being that small I get a lot of UV island bleeding. This also may become an issue later with mipmapping. 64 x 64 2048 x 2048 Any ideas? Thanks.
Hey guys. I'm currently looking for a way to blend or switch between texture objects in UE4 so I don't have to eat the cost of my UV set up, and what happens after the sampler, every time I need a different texture. I'm assuming there probably won't be a way do operations on a t2d prior to the sampler, but I figured…
im having weird problem when using xnormals. i've done some polypaint in zbrush so i wanted to use the polypaint and bake it into a lower poly object. though the thing is the low poly is one entire mesh and the polypainted objects are 2 subtools in zbrush. i use PUV tiles, and export the 2 subtools with their texture from…